[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #7050 (ISO) » Sun Jul 20, 2014 5:40 pm

Post by ika »

BBmolla wrote:-setup-

Win conditions might need to be clarified more. And town might be too weak. May be most beneficial to add a power role and turn the cop and seer into a single bloodhound?


Personally i think the tracker is the only weak role to town. i would swap it out with a town doc. the ninjas almost make the tracker useless IMO
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Post Post #7051 (ISO) » Sun Jul 20, 2014 5:42 pm

Post by Cabd »

reinoe wrote:If the person posts before the mod sees it then the kill doesn't go through.

This becomes a game of outplaying the mod and is terrible and arbitrary
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Post Post #7052 (ISO) » Sun Jul 20, 2014 5:53 pm

Post by reinoe »

Cabd wrote:
reinoe wrote:If the person posts before the mod sees it then the kill doesn't go through.

This becomes a game of outplaying the mod and is terrible and arbitrary

Yeah. A "scavenger" can pm the mod for the kill. If the scavenger has their timestamp before the lurker's post then the lurker gets eaten.
Scum typically need to fabricate reasons for scumreads...

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Post Post #7053 (ISO) » Sun Jul 20, 2014 6:22 pm

Post by BBmolla »

ika wrote:
BBmolla wrote:-setup-

Win conditions might need to be clarified more. And town might be too weak. May be most beneficial to add a power role and turn the cop and seer into a single bloodhound?


Personally i think the tracker is the only weak role to town. i would swap it out with a town doc. the ninjas almost make the tracker useless IMO

You're not factoring what the tracker can track. Cop, Seer, Vig, Maf Doc, and Werewolf Doc. That's important. And then when a mafia ninja/werewolf ninja dies, it becomes all that more powerful.
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Post Post #7054 (ISO) » Sun Jul 20, 2014 9:52 pm

Post by ika »

BBmolla wrote:
ika wrote:
BBmolla wrote:-setup-

Win conditions might need to be clarified more. And town might be too weak. May be most beneficial to add a power role and turn the cop and seer into a single bloodhound?


Personally i think the tracker is the only weak role to town. i would swap it out with a town doc. the ninjas almost make the tracker useless IMO

You're not factoring what the tracker can track. Cop, Seer, Vig, Maf Doc, and Werewolf Doc. That's important. And then when a mafia ninja/werewolf ninja dies, it becomes all that more powerful.


true i look at many prs in regards to finding scums. to me tracker in this setup is either the most powerful/broken or the most damaging role when put in that perspective.

Looking back to the cop/seer, i like it how it is due to the fact each faction has to try to hunt out their counter part and not just conjointly find one pr. Plus if WW kill cop thinking it was seer, it only helps the mafia faction. imo if you were to remove both and make universal BH, i would maybe have a X-shot doctor. This way the mafia/WW doc could at least try to draw out the doc claim or have some cover and not be screwed by a tracker if they claim VT.
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Post Post #7055 (ISO) » Sun Jul 20, 2014 10:20 pm

Post by TierShift »

Molla, I don't understand why scum need to have so much power. One or maybe 2 out of 3 of those PR's certainly seems enough.
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Post Post #7056 (ISO) » Mon Jul 21, 2014 2:16 pm

Post by BBmolla »

TierShift wrote:Molla, I don't understand why scum need to have so much power. One or maybe 2 out of 3 of those PR's certainly seems enough.

Honestly Friends and Enemies and Enemies is the perfect large setup I was just shooting the shit. I would like a large with cop/mafia and seer/werewolves.
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Post Post #7057 (ISO) » Mon Jul 21, 2014 2:43 pm

Post by BBmolla »

Kill All Townies


15 Players

1 Mafia Goon
1 Mafia Godfather
1 Mafia Doctor

1 Werewolf Goon
1 Alpha Werewolf
1 Werewolf Doctor

1 Town Cop
1 Town Seer
1 Town Vig
6 VTs


  • Daystart
  • The first day there is one lynch. For the preceeding days, there is a number of lynches per day equal to amount of town that died during the night.
  • 1:1:1 situations automatically no lynch.
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Post Post #7058 (ISO) » Mon Jul 21, 2014 2:52 pm

Post by beastcharizard »

Interesting Mechanic. The idea of making the vig compulsive seems fun to me.
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Post Post #7059 (ISO) » Mon Jul 21, 2014 3:00 pm

Post by BBmolla »

Hm. Good thought, lemme think on it.
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Post Post #7060 (ISO) » Mon Jul 21, 2014 3:23 pm

Post by JasonWazza »

beastcharizard wrote:Interesting Mechanic. The idea of making the vig compulsive seems fun to me.


I debate this simply because of the lynch mechanic (dead townies = lynch amount) it means the Vig isn't really penalized for being wrong.
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Post Post #7061 (ISO) » Mon Jul 21, 2014 3:26 pm

Post by beastcharizard »

They aren't penalized anyway. The only problem is that if the person the vig shoots doesn't die they know they are some sort of scum.
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Post Post #7062 (ISO) » Mon Jul 21, 2014 3:42 pm

Post by BBmolla »

beastcharizard wrote:They aren't penalized anyway. The only problem is that if the person the vig shoots doesn't die they know they are some sort of scum.

I don't see that as a problem really.
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Post Post #7063 (ISO) » Mon Jul 21, 2014 4:00 pm

Post by beastcharizard »

I meant with the compulsive thing. Without compulsive it isn't a problem imo. Might not be with it either though.
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Post Post #7064 (ISO) » Wed Jul 23, 2014 11:35 pm

Post by Kaiveran »

BBmolla wrote:
The first day there is one lynch. For the preceeding days, there is a number of lynches per day equal to amount of town that died that night.


So if scum cross kill at night, the game immediately goes into another night? That’s interesting. ..
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Post Post #7065 (ISO) » Thu Jul 24, 2014 7:03 am

Post by BBmolla »

Kaiveran wrote:
BBmolla wrote:
The first day there is one lynch. For the preceeding days, there is a number of lynches per day equal to amount of town that died that night.


So if scum cross kill at night, the game immediately goes into another night? That’s interesting. ..

Correct. Unless the vig shoots a townie :P
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Post Post #7066 (ISO) » Thu Jul 24, 2014 8:46 am

Post by BBmolla »

Mr. And Mrs. Smith


12 Players

1 Mafia Roleblocker
1 Mafia Goon
1 Mafia Recruitable Traitor Doctor

1 Bulletproof Serial Killer

1 Town Gunsmith
1 Town Knifesmith
1 Town Vig
1 Town Doctor
4 VTs


  • Daystart
  • Gunsmith gets a positive on Mafia Roleblocker, Mafia Goon, and Vig.
  • Knifesmith gets a positive on Mafia Traitor Doctor, Doctor, and Serial Killer.
  • 1:1:1 situation results in SK victory.
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Post Post #7067 (ISO) » Thu Jul 24, 2014 9:04 am

Post by Belisarius »

BBmolla wrote:
Mr. And Mrs. Smith


12 Players

1 Mafia Roleblocker
1 Mafia Goon
1 Mafia Recruitable Traitor Doctor

1 Bulletproof Serial Killer

1 Town Gunsmith
1 Town Knifesmith
1 Town Vig
1 Town Doctor
4 VTs


  • Daystart
  • Gunsmith gets a positive on Mafia Roleblocker, Mafia Goon, and Vig.
  • Knifesmith gets a positive on Mafia Traitor Doctor, Doctor, and Serial Killer.
  • 1:1:1 situation results in SK victory.


I want to play that setup right now
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Post Post #7068 (ISO) » Thu Jul 24, 2014 9:11 am

Post by BBmolla »

Is a day one massclaim minus Doc too powerful though?
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Post Post #7069 (ISO) » Thu Jul 24, 2014 9:12 am

Post by BBmolla »

I don't think so, Mafia Roleblock Gunsmith and kill Vig, SK kills Knifesmith. One of those most likely gets blocked by Doc. I think the setup is okay.
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Post Post #7070 (ISO) » Thu Jul 24, 2014 9:21 am

Post by TierShift »

Traitor gets recruited on NK?

Setup seems lovely, SK just needs to seem town and doesn't have to worry about being NK'd and still is balanced by knifesmith. Good stuff.

I'm just worried about town. After a town lynch day 1 and a town vig shot, town seems extremely boned. Idk how to fix it.
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Post Post #7071 (ISO) » Thu Jul 24, 2014 9:49 am

Post by BBmolla »

TierShift wrote:Traitor gets recruited on NK?

Setup seems lovely, SK just needs to seem town and doesn't have to worry about being NK'd and still is balanced by knifesmith. Good stuff.

I'm just worried about town. After a town lynch day 1 and a town vig shot, town seems extremely boned. Idk how to fix it.

Tell vig not to shoot

Probably massclaim d2, and that should get at least one scum I think

Edit: Could also add more players. Couldn't decide on number. 14 would probably be better, no?
Edit2: Yes, Traitor is recruited on nightkill.
Edit3: And informed who partners are.
Last edited by BBmolla on Thu Jul 24, 2014 9:55 am, edited 1 time in total.
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Post Post #7072 (ISO) » Thu Jul 24, 2014 9:55 am

Post by BBmolla »

Mr. And Mrs. Smith


14 Players

1 Mafia Roleblocker
1 Mafia Goon
1 Mafia Recruitable Traitor Doctor

1 Bulletproof Serial Killer

1 Town Gunsmith
1 Town Knifesmith
1 Town Vig
1 Town Doctor
6 VTs


  • Daystart
  • Gunsmith gets a positive on Mafia Roleblocker, Mafia Goon, and Vig.
  • Knifesmith gets a positive on Mafia Traitor Doctor, Doctor, and Serial Killer.
  • 1:1:1 situation results in SK victory.
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Post Post #7073 (ISO) » Thu Jul 24, 2014 10:25 am

Post by Jackal711 »

^ I really like the idea behind that setup. And yes it seems more balanced at 14 players.
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Post Post #7074 (ISO) » Thu Jul 24, 2014 4:43 pm

Post by beastcharizard »

That one looks cool. How do you come up with these?
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